• Oztea 1939 Global

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    @wc_sumpton right on thanks again. I'll give it a go
  • How do I call new nations in World War 2 v5 SE?

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    SchulzS
    You need to name it Chinese instead China for the easiest way to bring China. Then copy the XML and give a different name. Then examine the XML. It is not complicated.
  • NWO and NWO 5 nations victory condition

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    RogerCooperR
    Many scenarios have no victory condition defined.
  • AA50 with Maintenance

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    Moved to Maps & Mods.
  • Spring 1942

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    zoozocZ
    Oops, I think I spoke in ignorance here. I didn't realize that there are two editions of "Spring 1942". I apparently own the 1st edition. The 2nd edition does indeed appear to be "World War II v5"
  • Can someone make/find a few icons for me?

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    No one has replied
  • War at War changes

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    SchulzS
    Upkeep is possible to implement, the important one is finding good upkeep/cost ratio and in my experiences with upkeep, it works best with 5%-10%. For example infantry cost is 2 and 0.1 upkeep (5%) would work perfectly. But armour upkeep should be definitely higher than 5% but still should not be higher than 10%. Yes, draw means nobody wins and nobody lose pretty much same with chess. Because of the cumulative aspects of games, the loser side really cannot turn the tide of the war and the fate of the games always seales in the middle of games and just there should have been draw option that gives a good reason the loser side to continue.
  • Fallen Empire

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    SchulzS
    @alkexr I was trying to make upkeep as visible source in the purchase screen in my map like that but couldn't find a way because its not a resource. I am using <option name="createsResourcesList" value="-x:PUs"/> tag to represent upkeep. Wondering is turning into supply like this system the onyl way to make is visible?
  • Fixed Scenarios from the Repository

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    RogerCooperR
    @ff03k64 I don't remember exactly. With the way TripleA runs now, it easy to find which images are missing.
  • Oztea 1942 needs to add "Original Owners" for territories

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    @JOSEPH-PRINCE border-gore is aptly named lol I think i got em all. Uninstall and reinstall and you should be good to go. I added a notification at game start with version and date as I didn't do a yaml PR. I must of spaced it's own thread so we'll just make this it for the future
  • world at war with red dot units

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    A
    Thank you very much
  • Which mods have tech trees like age of tribes?

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    Teddy SelfT
    Thanks for the info, if anyone is interested in this scenario I have altered just tell me where to upload it. You will play as northern starting on turn 2.
  • Need Relief Tiles

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    MirkoBrunerM
    @Schulz Nice, I have added to shades of "shores" so far but I still don't know exactly what it would be the best approach. Thanks!
  • Churchill's 1939

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    RogerCooperR
    @JOSEPH-PRINCE Try this http://www.rogercooper.com/churchills_1939.zip There is no point to sending the xml, as I have not changed the xml. To make this work, you will need to create art for antitank and tank_destroyer. I don't know of any scenario that used those unit types. The Benelux flag is from https://en.wikipedia.org/wiki/Flag_of_Benelux.
  • Operation Unthinkable and Operation Dandelion

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    RogerCooperR
    @Major-Arcana The historical situation was fairly interesting. With many US troops withdrawn from Europe, the British government was estimating the Soviets had a 2.5 to 1 superiority in ground forces, but the Allies were superior in the air. Could the British hold the line until the US redeployed? A good scenario for Europe-only game, especially with more realistic air rules. For a world game, one could add Communist guerillas popping up and the Japanese continuing the Pacific war.
  • new_world_order_lebowski_edition missing image

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    @LaFayette I could also just leave it white and let Russia have a special one. I don't know how to hue shift.
  • Iron War: Europe - Official Thread

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    Been playing Europe instead of the whole world. Couple of thoughts. I am playing all of one side against the AI. Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies. The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory. Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied. After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though. SS troops seem to need a higher TUV value. They are picked first for casualties.
  • Question about triggers

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    @Mas-N invert values: true or false. default if missing is false. if true, this attachment's condition will be reversed (does not reverse the effect). line 2922 of POS2. Wouldn't that do what you want? Or am i reading something wrong?
  • Single Player Maps

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    RogerCooperR
    @AprilForever It is fun to play Australia and to optimize its play. Well-timed attacks and retreats can throw the Japanese off-balance and divert the Japanese enough to give the Allies victory. I general, it is more fun to play one of the Allies with everyone else on AI and try to depend on your AI allies.
  • World War II v5 1942 Second Edition

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    SchulzS
    I've saw overall negative views for this map campared to revised and anniversary no idea if it because of balance or fun issue. The vanilla one is biased towards Axis. Even inTR set up they still give 6 bid to allies. I think it would be better with Italian presence and reducing armour cost to 5.

Recent Posts

  • @malmessi said:

    @KurtGodel7 said:

    The next step is to allocate fighters (including fighters, advanced fighters, and jets). These are air superiority units. They can only shoot down other enemy aircraft. They can never attack land or naval units

    Ok for a different approach but... this will decrease their utility. If I understood fighter can only help during Sbr (when defending or playing an attack) but not on land or naval battles... They should cost fewer IPCs...
    Res.Cen. are not located on the map so hey cannot be bombed, Aa can hit whan attacker tries a Sbr plus, structures located deep inside enemy's lines are very hard to be reached and bombed so...
    Also, Aircraft carrers, why should I still land planes (not defending) on them ?

    These are good questions.

    Imagine that Germany builds some dive bombers and Japan builds torpedo bombers. Germany plans to use its dive bombers to strafe the Red Army. Japan plans to use its torpedo bombers to attack the U.S. Navy.

    It's very difficult for the Soviet player to defend against this threat with aa guns. If he had 6 aa guns in a territory, those would automatically take out one German dive bomber. (The 6 aa guns would produce 2 hits, and a dive bomber takes 2 hits to kill.) The problem the Soviet player faces is that he might have several armies which would need to be defended against dive bombers. Germany can choose which army to strafe. Unless each army had a bunch of aa guns, Germany would just choose to strafe an army that didn't have a bunch of aa guns. Or he could strafe individual Soviet units which weren't part of a larger stack. Land units do not fire back against air, except for aa guns firing. Therefore, it's very tempting for bombers to strafe land units. Dive bombers are especially good against land units, but really you can use any type of bomber for this.

    The Soviet player has two options in a situation like this. 1) Concede control over the sky to the Luftwaffe, and absorb whatever damage the German dive bombers deliver. 2) Build air superiority planes, such as fighters, to fight back against the Luftwaffe.

    Suppose the British player decides to dump cash into strategically bombing Germany. There are a number of German factories within range of British strategic bombing attacks. If Germany wants to defend against this using aa guns only, it would need to have 9 aa guns on each factory territory within range of those British bombers. Those 9 aa guns would generate 3 hits, killing a bomber per raid. Germany's other option would be to put fighters on the "bomb Germany" theater, thereby defending all its factories at once. A fighter costs 10 PUs, has a dogfight value of 3, and takes 2 hits to kill. A strategic bomber costs 18 Pus, has a dogfight value of 2, and takes 3 hits to kill.

    There are three types of air theaters. Land, coastal, open ocean. To allocate air to a land theater, you need a landing spot within range of that theater. To allocate to coastal, you need either a land location within range of the theater, or carriers in that theater. For open ocean, it's carriers only.

    Take the Pearl Harbor attack for example. Japan brought 6 carriers with it to Pearl. Those carriers allowed it to have 8 torpedo bombers and 4 fighters present for the battle. Had there been a dogfight, those 4 fighters would have played an important role. (Fighters dogfight on a 3, compared to a 1 for torpedo bombers or dive bombers.) After the (nonexistent) dogfight, the 8 torpedo bombers attacked, doing 8 hitpoints of damage to the Pearl Harbor fleet. All this happened during the air phase. On Japan's turn, its navy came in to finish off the Pearl Harbor fleet. But, without those carriers, Japan could not have launched the air attack on Pearl.

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  • @KurtGodel7 said:

    The next step is to allocate fighters (including fighters, advanced fighters, and jets). These are air superiority units. They can only shoot down other enemy aircraft. They can never attack land or naval units

    Ok for a different approach but... this will decrease their utility. If I understood fighter can only help during Sbr (when defending or playing an attack) but not on land or naval battles... They should cost fewer IPCs...
    Res.Cen. are not located on the map so hey cannot be bombed, Aa can hit whan attacker tries a Sbr plus, structures located deep inside enemy's lines are very hard to be reached and bombed so...
    Also, Aircraft carrers, why should I still land planes (not defending) on them ?

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  • @TheDog said:

    @kurtgodel7
    Wow, TripleA, but not as we know it! 🤯
    So many hours to get to this stage.

    Which AI are you using ?

    Can the TripleA AI use your new AI interface or is it currently PvP ?
    In future is the plan to share your map ?
    If so, what would we as players need to install ?

    Sticky Hits do they change the Atk/Def, if say they reach 1/2 original HP ?
    Does the Yamato currently have the most with 8HP ?

    Keep up the good work!

    I am using Claude.

    The game is currently PvP. At some point in the future I may allow the AI to use my interface. The problem here is that even though I have a paid Claude plan, I've used 75 - 85% of my weekly usage for the last three weeks on this. Enabling the AI to understand the new rules will require a lot of my weekly usage. Which means it will have to wait a week or two.

    My plan is to share the map in the future. I want to make some adjustments to game balance before sharing. There are also a few additional tweaks to the GUI I'd like. The game, once shared, will need additional balance changes, but at least I want it to be farther along than it is now.

    There is a separate version of the TripleA engine which must be installed for you to play this game. I will share the engine version when the time comes. I have the normal engine on my computer, as well as the separate engine.

    The Yamato has the most hitpoints of any naval unit with 8. (As opposed to 5 for a normal battleship.) The Yamato can be purchased with PUs.

    All starting land units have one hitpoint only, except for trenches and tanks. (Each of which have two hitpoints.) Italy and Japan can build light tanks, but not tanks. They can overcome that limitation by researching tanks tech. In my test games, neither of them actually wanted to research tanks tech. Italy was focused on income techs. Japan wanted to improve its income, it wanted to start creating advanced units, and it wanted to improve its piston aircraft and its naval technology. Japan's invasion of China consisted of dive bombers, a medium bomber, infantry, mobile infantry, anti-tank guns, light tanks, and field guns. This was a perfectly good unit mix without the need for tanks.

    The heavy tank (U.K., U.S.S.R., U.S.A.) and Panther (Germany) each have 4 hitpoints. These are advanced units, and cannot be purchased with PUs. They are only created by SPCs. Also, you must research heavy tanks tech or Panther tech before you can get them. Late game, Germany can research King Tiger tech. King Tigers have 6 hitpoints, and are the strongest land unit in the game.

    Starting game air units consist of fighters, dive bombers, torpedo bombers, and medium bombers. Each of these have 2 hitpoints. The U.S. and Britain start the game with the ability to build strategic bombers, which have 3 hitpoints. All other nations must research strategic bomber tech to be able to build strategic bombers.

    Research can unlock the advanced fighter (3 hitpoints), which can be built with PUs. For Germany, the U.S., and Britain, jet research unlocks the jet (5 hitpoints). For Japan and the U.S.S.R., jet research unlocks first the early jet, and later on the jet. The early jet only has 3 hitpoints, and is about equal to an advanced fighter. Advanced fighters, early jets, and jets are all air superiority aircraft. They fire during the dogfight phase only.

    The United States has a nation-specific special unit: the Superfortress. This has 5 hitpoints and does 13 PUs of damage when strategically bombing. Germany has the flying wing. 7 hitpoints--the most of any air unit--and does 6 PUs of damage when strategically bombing. If an SPC is set to produce Superfortresses or flying wings, it produces 1 unit every other turn.

    Nations' options for special unit production
    U.S.S.R.: heavy tanks, early jets, jets, fleet carriers
    U.K.: heavy tanks, jets, fleet carriers
    U.S.A.: heavy tanks, jets, fleet carriers, Superfortresses
    Germany: Panthers, King Tigers, jets, flying wings, fleet carriers, Type XXI U-boats
    Japan: fleet carriers, early jets, jets

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  • @KurtGodel7
    Great ! Go on working, whenever you'll need a playtester consider me !
    🙂

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